Heavenfall Heavenfall

[merged] Artifact 2.1 for Elemental 1.11

[merged] Artifact 2.1 for Elemental 1.11

 

 


 

This mod is included in Adventure Content Pack mod from now on.

 


 

 

 

 

 

 

 

This is the first iteration of the mod previously discussed in another thread.

The goal of this mod is to add a large amount of "magic" weapons to the game.

 

<!-- Auto-gen
    Generated tier 1 weapons: 126
    Generated tier 2 weapons: 126
    Generated tier 3 weapons: 108
    Generated tier 4 weapons: 90
    Generated tier 5 weapons: 144-->
End of quote

 

 

Modders note: Artifact 2.1 comes bundled with 0.5.1 of Kenata's Skill Library

 

Right now,, they are only available from "weapon cache" adventure locations. The weapons have been divided into 5 tiers, which roughly symbolize their strength. The tiers have been copied from the weapon tiers already in game (low tier means gnarled clubs, high tier means lord hammers).

Each item has either a suffix, a prefix, or both. These are properties that give the weapon specific powers. These powers will be described in the description of an item, and you can also find these when equipping items. Some weapons are also "dual", which means you get one in each hand. Dual onehanded weapons will be stronger than the single version, but you cannot wear a shield while equipping dual weapons.

In addition, some weapons will take on the color of their powers - brutal weapons sometimes become red, holy weapons become white, and so on.

In 2.0, combat abilities were added as suffixes to the Artifacts. Items with a suffix will either have a normal suffix, or it will unlock a special ability to be used in combat. You'll need to fight to find out what it is! Bows always have a special ability.

What do these things mean?

Tier - This number indicates the strength of the weapon. Level 5 adventure locations spawn Tier 5 weapons, and level 1 adventure locations spawn level 1 weapons.

Att - Attack strength. The first value is the real value the sword gives, in this case 30.8. The second value in (paranthesis) is what the weapon would have had, if it wasn't magical.

ACC - Accuracy.

DGE - Dodge.

COMregen - combat health regen (each turn).

STRATregen - additional health regen on the strategic map (each season).

Def - additional defense granted by the item.

2xdam - chance in % for weapon to deal double damage when attacking.

Passdef - chance in % for weapon to bypass armor when attacking.

COMspeed - combatspeed.

Counter-attack - extra damage in % when counter-attacking

STRATmove - addtiional movement on world map

Sight - additional sight on world map

MagicRes - additional magic resistance

CHA - additional charisma

INT - additional intelligence

DEX - additional dexterity

STR - additional strength

HP - additional hitpoints

"Slowed". - Unit using this weapon will expend 3, instead of 2, AP points when moving in tactical combat.

"Channeler." - wearing this item turns the wearer into a channeler.

Unlocks Ability - item unlocks an ability that can be used in combat

End of quote

Note that both positive and negative amounts are possible in most of these stats. For example, a Blistering weapon will cause you to lose defense.

Also note that additional bonuses from stats like Dodge from Dexterity isn't added to the tooltip.

Also, you should be aware that some of these weapons are extremely strong. The strongest weapon I've seen are Vorpal dual Elementium Karrazans of Nevermore (80 attack, 1 combatspeed, 25% chance to bypass armor, 1 accuracy, 1 dodge). The AI will use these weapons.

 

That's it for now. See the first reply for some screenshots of artifacts in this gen.

 

 

 

36,454 views 51 replies
Reply #26 Top

Nevermind...finally got one.  Must be pretty rare stuff.

Reply #27 Top

Supposed to be 100% drop from weapon caches. Did you loot and not get any?

Reply #28 Top

I've had only 1 "artifact" drop and that came as loot from a battle.  I hit 3 weapon caches, but only got regular armlets, regular greaves, and a regular spear.

Reply #29 Top

Ah, those are not weapon caches, those are equipment caches.

Yes, the weapon caches are quite rare.

Reply #30 Top

Downloading/Following.  You're a very busy modder, Heavenfall.

Reply #31 Top

Heavenfall,

Great mod!  I have been combing the land for goodie huts again. I do have a few questions.

1. Is it possible to add a value to the items for those rare times you want to sell one of these weapons? I'm not look for big bucks but something at or above the basic weapon cost.

2. Is there any way to have NPCs generate with a small chance to have one of these weapons? It would nice to see a few of these guys/gals with a unique.

3. I'll cast my vote for not having monsters drop weapons. Leave that to the Diablo clones. What would be awesome is having the ability to "loot" the battlefield after a fight to pick up nice weapons and armour from those who have been killed. Same with getting gilder when sacking cities. I hate knowing the enemy has 4000 gilder and wipe them out for less then 50. SD will have to address this point.

Awesome stuff.

Reply #32 Top

Values will be in 2.0, although you shouldn't hold your breath for any large sums of money.

NPCs wearing these items, that's way down the line once it's been merged into APC. I'm not sure it will ever happen.

+1 Loading…
Reply #33 Top

Yah i have it setup all correctly but the goodie huts just arent giving me any of the special weapons, gonna try out the loot one, i think maybe its cause i stay using custom factions, maybe i have to add somthing to there xml file for it to work with the mod?, ill try it out wiht a standard faction. btw treid it wiht just thiss mod installed nothing else.

Yah i havent a signle one, but like i said ill try with the standard factions,  and ive played well past 500 truns in over 3 or 4 games or so wiht it.

Reply #34 Top

And you're sure you got mods turned on? I see no reason why you wouldn't see any weapon caches, when it works for me and other people.

Reply #35 Top

Very nice as always HF but I may have found a Bug/Snafu.

My SoV found a kick ass Bow, forget the name, but when equipped and in Tactical, it does not Fire.Clicking sends the SoV a running.

I had one of the new champs, who had his bow and he worked. Sorry, can't seem to load Saves so will try and remember to PRNT SCR if I get it, and can replicate, again.

Reply #36 Top

it is weird other mods do work fine for me , hmm are you people using custom made in game factions ? or premade preset ones? ill mess around with it again tonite see whatsup, (yes mods are enabled lol). i got a pretty hihg tech knowledge, maybe i just got shit 4 luck who knows. i still havent really played since my last post but ill try wiht the standard factions.

 

 

Oh and to the guy above my post wiht the bug wiht the bow ive actually had that happen alot with the regular arcdhers its somethign with the game i believe if u click enemies at far distances i notice it happens even more often to , i dont know exactly if it is something witth the weapons or if its the game but just figured id add that in .

Reply #37 Top

John,

Check the range on the bow. If you are out of range and click to attack your guy will move to get in range then fire. It could be that the range on the bow is very short. I have yet to run across a bow. Be nice to though.

Reply #38 Top

I will check the Bow. The range would have to quite short, being it is listed as a Long Bow though.

Next up. New bodiless creatures. The Head and the The Scimitar of Death? They appear quite early and are quite powerful. The Scimitar is 88/45/16 iirc.

Any word on what is generating these suckers?

Edit: P.S. The bodiless units have the same long response delay in Tactical, 6-10 seconds, as the old Mounts had. Makes them a pain to fight.

 

Reply #39 Top

Bodiless monsters are part of the ACP mod v.95; I have also seen the mentioned delay in Tactical.

 

I have found weapon caches, but they are VERY rare.  Have found 2 out of ~ 30 started games.   One thing I did noticed though, I got a "Dual Wielded Club" that had [Tier 1] in its name.  Is this Tier information suppose to be in the game text or should we flag these as bugs?

Reply #40 Top

Ahh OK thanks. Some cool stuff is getting generated though. Found a T5 Dual Weild Hammer set, 45 ATT +++.

Just what my SoV ordered at the time. :)

Reply #41 Top

Yeah, I forgot that bows need a little extra something. I'll fix it in 2.0

Reply #42 Top

Heavenfall,

I'm running this mod of yours and ACP and hit a snag with all of my save games (one direct and two auto) loading up with a blank map and no data. This hit about turn 242-245. My save at turn 213 is just fine. I'm not sure if something in one of the two mods broke with level 5 being reached in adventuring. I was able to snag a number of the weapons caches that were on the map (3 level 5s) without a problem. This is the first major bug I have hit.

Great mod though. I will have to see if I can snag some time during the week to back out modes and see if I can isolate the glitch better.

Reply #43 Top

I don't know what's causing it. I have a suspicion, but for now I'm waiting on Stardock to fill us in.

Reply #44 Top

The debug file is showing a Memory buffer overrun during the loading of the game. That is never a good thing in a program.

Reply #45 Top

Quoting John_Hughes, reply 35
Very nice as always HF but I may have found a Bug/Snafu.

My SoV found a kick ass Bow, forget the name, but when equipped and in Tactical, it does not Fire.Clicking sends the SoV a running.


I had one of the new champs, who had his bow and he worked. Sorry, can't seem to load Saves so will try and remember to PRNT SCR if I get it, and can replicate, again.
End of John_Hughes's quote

 

I had this happen in a similar way.  I happened to pick up a nice bow, among the features it give some int.. gave it to the mage who was a new champ from the faction mod. His first shot at an ogre sent him headfirst into battle.  I later gave him a shield too, he then beat the snot out of everything.  Since he was allowed to equip the shield i figured the weapon is somehow tagged wrong.

The huts seam to pop fine for me.

/also noticed that this is not compatible with kenata's weapon mod. (not a big deal though) 

Found a couple of nice war hammers, and a dual katana like item.  I just need a massive snow-shovel of strength and I'll be all set.

I like the artifacts in a goody hut, a protected one would be nice, kind of simulating a dungeon.

Cheers!  :beer:

 

Reply #46 Top

Yes, definitely all the custom magical bows currently function as one-handed melee weapons (shield allowed).  Normal bows unlocked through the tech tree function as bows though.  Here are saves from two different games with longbows that don't function at range as bows:

http://dl.dropbox.com/u/8710134/Angels 1-24.EleSav

http://dl.dropbox.com/u/8710134/Angels 5-134.EleSav

Mod files (about 30 MB download, approx. 55 MB of compressed files) active in both saves: Here.

Best regards,
Steven.

Reply #47 Top

I'm aware of the problem, it will be changed in 2.0.

Reply #48 Top

Uploaded 2.0

Changelog:

Added new Prefixes and Suffixes
Added new weapons, including a bow for every tier, troll clubs and saw-swords
Fixed Bows not being able to shoot
Added sell values to each item (power of item decides value)
Added skills from Kenata's Skill Library 0.51 (skills take the suffix slot) (bows always have a special attack)
Fixed so you can't equip shields with bows or dual weapons that were singlehanded by default (like daggers)
Removed a bunch of gamemodifiers with <Value>0</Value</Value> that happened when the different bonuses cancelled each other out, for example a weapon adding combatspeed but its prefix making it lose combatspeed
Added Dexterity and Strength bonuses from certain powers
Charisma, Intelligence, Dexterity, Strength modifiers now scale with the tier of the weapon (high tier weapons give stronger bonuses). The highest possible value is 40, or 20 if the item unlocks an ability.

Reply #49 Top

Uploaded a separate file for those who want Kenata's Updated Weapon abilities on the artifact weapons, in addition to the other stuff

Reply #50 Top

It still looks like the bows have an issue. I found a tier 1 crude bow with the spiff bleeding hit power. The power works at a decent range but the bow only engages normally at 1 square. The rest of the mod is awesome as always.